var e = require;
var t = module;
var o = exports;
var ii, nn = this && this.__extends || (ii = function (t, e) {
    return (ii = Object.setPrototypeOf || {
        __proto__: []
    }
        instanceof Array &&
        function (t, e) {
            t.__proto__ = e
        } ||
        function (t, e) {
            for (var o in e) Object.prototype.hasOwnProperty.call(e, o) && (t[o] = e[o])
        })(t, e)
},
    function (t, e) {
        function o() {
            this.constructor = t
        }
        ii(t, e),
            t.prototype = null === e ? Object.create(e) : (o.prototype = e.prototype, new o)
    }
),
    rr = this && this.__awaiter ||
        function (t, e, o, i) {
            return new (o || (o = Promise))(function (n, a) {
                function r(t) {
                    try {
                        l(i.next(t))
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                        a(e)
                    }
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                function s(t) {
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                            throw(t))
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                        t(e)
                    })).then(r, s)
                }
                l((i = i.apply(t, e || [])).next())
            })
        };
var oo = (this && this.__decorate) ||
    function (e, t, a, n) {
        var i,
            o = arguments.length,
            s = o < 3 ? t : null === n ? (n = Object.getOwnPropertyDescriptor(t, a)) : n;
        if ("object" == typeof Reflect && "function" == typeof Reflect.decorate) s = Reflect.decorate(e, t, a, n);
        else
            for (var r = e.length - 1; r >= 0; r--)
                (i = e[r]) && (s = (o < 3 ? i(s) : o > 3 ? i(t, a, s) : i(t, a)) || s);
        return o > 3 && s && Object.defineProperty(t, a, s), s;
    };
Object.defineProperty(o, "__esModule", { value: !0 });
var a = e("BaseModuleUI"),
    n = e("GlobalParams"),
    i = e("AudioManager"),
    r = e("CommonHelper"),
    s = e("Game"),
    l = e("RoleSoldierInfo"),
    _ = e("AD"),
    c = cc._decorator,
    d = c.ccclass,
    h = c.property,
    u = (function (e) {
        function t() {
            var t = (null !== e && e.apply(this, arguments)) || this;
            return (
                (t.skill_name = null),
                (t.skill_info = null),
                (t.skill_cooling_time = null),
                (t.skill_node = null),
                (t.choose_skill = [1, 2]),
                t
            );
        }
        return (
            nn(t, e),
            (t.prototype.initView = function () {
                this.showChooseSkillInfo(), this.showSkillInfo(2);
            }),
            (t.prototype.OnClick = function (t) {
                var o = this;
                e.prototype.OnClick.call(this, t);
                var a = t.node.name;
                switch (a) {
                    case "skill_1":
                    case "skill_2":
                    case "skill_3":
                    case "skill_4":
                    case "skill_5":
                    case "skill_6":
                        var s = Number(r.default.getNameType(a, "skill_")),
                            l = function () {
                                if (o.choose_skill[1] != s) {
                                    var e = [o.choose_skill[1], s];
                                    (o.choose_skill = e),
                                        (n.GlobalParams.MatchGamePlayer[n.GlobalParams.MatchMyIndex].player_skill =
                                            o.choose_skill);
                                }
                                o.showSkillInfo(s);
                            },
                            c = n.GlobalParams.PlayerInfo.value;
                        -1 != c.unlock_skill.indexOf(s) || _.default.getInstance().getGameTestVersion()
                            ? l()
                            : _.default.getInstance().showVideo(function (e) {
                                i.default.playGameBGM(),
                                    e == _.ResultEnum.Success &&
                                    (c.unlock_skill.push(s), (n.GlobalParams.PlayerInfo.value = c), l());
                            });
                }
            }),
            (t.prototype.showSkillInfo = function (e) {
                var t = l.default.Player_Skill_Info[e - 1];
                (this.skill_name.string = t.name),
                    (this.skill_info.string = t.skill_info),
                    (this.skill_cooling_time.string =
                        t.cooling * (n.GlobalParams.ChangeGameMode == s.GameType.endless_mode ? 0.5 : 1) + "秒"),
                    this.showChooseSkillInfo();
            }),
            (t.prototype.showChooseSkillInfo = function () {
                for (var e = n.GlobalParams.PlayerInfo.value, t = 0; t < this.skill_node.childrenCount; t++)
                    (this.skill_node.children[t].children[0].active = -1 != this.choose_skill.indexOf(t + 1)),
                        (this.skill_node.children[t].children[1].active =
                            -1 == e.unlock_skill.indexOf(t + 1) && !_.default.getInstance().getGameTestVersion());
            }),
            oo([h(cc.Label)], t.prototype, "skill_name", void 0),
            oo([h(cc.Label)], t.prototype, "skill_info", void 0),
            oo([h(cc.Label)], t.prototype, "skill_cooling_time", void 0),
            oo([h(cc.Node)], t.prototype, "skill_node", void 0),
            oo([d], t)
        );
    })(a.default);
o.default = u;
